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Starwaster

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Everything posted by Starwaster

  1. NathanKell has also confirmed to me that there's a bug with shifting PF parts combined with PP parts but nobody's had time to look into it...
  2. Look on the first post for links to third party shields. Download the OLDD ADEPT shield. (The original inflatable you refer to was removed due to game breaking issues)
  3. Updated my preview version of Real Fuels with revamped boiloff. Bugs fixed: Tank surface area more accurately calculated. (I was off by a factor of at least 10x) Converted heat leakage from watts to kilowatts. This means that if a calculation produced a heat leak of 1 watt, it was being interpreted as 1 kW instead of 0.001 kW. (yikes!) Increased cryogenic insulation. Fixed boiling point temperatures for LqdMethane & LqdAmmonia https://www.dropbox.com/s/25hzx1lrlcw72w1/RealFuels_Boiloff_Revamp.zip?dl=1
  4. Can you do it with just stock parts + Proc Fairing + Proc Parts? If so can you post a craft file demonstrating it?
  5. For one thing, there's no relation between the two other than name. The Squad implementation are constructed section by section in the editor when designing your rocket. They both will shield your parts. The stock version adds too much mass to the point that the drag offset isn't worth the mass increase. (I patched mine locally so that they are more in line with real life fairing masses) The stock version fragments into giant potato chip looking pieces and it's really ugly. (there is a plugin that makes them behave more like e-dog's) - - - Updated - - - Just in case I didn't make this plain before (and someone else already answered touching on this) but you don't have the same payloads. To be really blunt, you have (as you say) a 3m payload in one picture and that same payload is not present in the other picture. These fairings conform to your payload unless you lock the fairing shape.
  6. Not my work, e-dog's. I'm just trying to see if there's something I can do to help because I'm stupid that way. No I'm not making fun of you, but whatever problem you're trying to convey just isn't clear. In fact, you previously have indicated that the problem is with inline fairing and your highlighted area is most definitely NOT an inline fairing. I see a regular fairing and I don't see anything unusual about it. No payload is sticking out of it, its diameter is flush with its base. Comparing it with this image, I do see that the fairing looks smaller, but it can't possibly have the same payload or the payload would be sticking out of the top. Whatever you have under the fairing (in the last image) is clearly completely enclosed by it...
  7. I'm not seeing it. Can you edit and highlight the problem area?
  8. Maybe the reason you never get any help is because you're not providing enough information and nobody else is experiencing that bug so nobody ever has any idea what you're talking about. Have you even posted so much as a screenshot? Because I have PF and PP and I'm not having any trouble with PF whatsoever. I'd also consider the possibility of user error except that again, no screenshots and no real information about the problem. So I got nothing.
  9. -dx9 means 'force dx9' You can confirm what mode it's running in by checking the first few lines of output_log.txt as well as what driver is in use.
  10. Part of this article from Stanford (http://large.stanford.edu/courses/2015/ph241/gerrard2/docs/20120009207.pdf) shows that at least Stanford believes that LH2 refrigeration systems are possible. Are there any mods out there that simulate this part of realfuels? Extra stuff (http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/20110004377.pdf) The answer to your question was literally one page back. Nobody expects you to read the entire thread, but just a modest amount of effort would have helped you find this: http://forum.kerbalspaceprogram.com/threads/128502 Could the system be altered to allow conversion of cryo propellants to gas? Yes. It is 'possible'. I don't think anyone has plans to do so though I am currently revamping the boiloff code to cool tanks down. That's very close to completion and a beta version is available, also a 1-2 pages back. (check my posts) Also: re: refrigeration. Again, one page back, this link was posted: http://forum.kerbalspaceprogram.com/threads/128502
  11. I'm not real familiar with the ullage sim data structure and how all of its elements factor in but I think the problem is in the data stored for the specific ship he first had issue with. Either that or his ship was in a bad way that he maybe didn't know how to recover from.
  12. Absolutely no surprise there. Ven rebuilt a lot of those parts completely from scratch and they're not necessarily compatible with their stock counterparts. Many are not, either going so far as to be geometrically mismatched with other parts that would have matched up with the original stock version, or being outright incompatible with mods that are otherwise compatible with the original stock version.
  13. How To Get Help http://forum.kerbalspaceprogram.com/threads/92229-How-To-Get-Support-%28READ-FIRST%29
  14. Linear aerospike should have gimbaling. The precedent for that is that IRL the linear aerospike would have independently throttleable motors along its upper and lower surfaces. Pitching would be throttling the upper or lower and yawing by throttling the left/right sets of motors. (not sure if the prototype had this capability but it was planned in the final version for the Venture Star) Rolling would require multiple thrust vectors if the part doesn't already have them. (probably should have an odd number, with one dead center for stability)
  15. Make sure that KSP is not installed in Program Files* or your Desktop. If it's installed in one of several system recognized locations then Windows might be shutting down the DLLs in MechJeb. or other mods. Make a folder called 'Games' off of your root folder and move KSP there.
  16. That's a symptom of issues with excessively low thermal mass. What's actually happening is that temperature is getting very hot at the start of the frame but then radiating away so quickly (before the end of the frame) that it ends up at 4K, which is the bare minimum possible. (i.e. you can't get to Absolute Zero because background ambient is never lower than 4K) Other causes are theoretically possible with the end result being the same: High initial temperature with almost all of it radiated away and you only see the final result of all computations at the end of frame. So the part is actually getting much hotter (at times) than you think it is and fluctuations in calculations could be causing it to explode when it spikes too high. I'm not sure how though since radiation happens before the gauge is updated or before part destruction is checked for. But that's what happens.
  17. You mean post it under general support, modded. Because it's not a KJR issue
  18. The Goliath is just fine. I'd much rather keep it the way it is.
  19. I gave you some pretty good pointers already. If you want altitudes instead: Wait until 5km altitude (ASL) before deploying. You'll (probably) have already slowed down enough to be able to deploy but YMMV.
  20. Firstly, most sub-orbital trajectories don't even have a positive periapsis so I have no idea what kind of trajectory you REALLY lobbed your test craft. What was your apoapsis? What was your velocity? Are you using Realism Overhaul and what other mods are you using? Are you updated to the very latest Deadly Reentry? (7.2.2) (If you had bothered including logs and ModuleManager.ConfigCache I "CLEARLY" wouldn't have to ask because all of this information would be available to me) Secondly, Deadly Reentry has been tested with Stock (both with/without FAR) and Real Solar System (both with/without FAR) and is survivable with appropriate heat shielding and reentry angles. It has not however been tested with any variants of Real Solar System (aside from 10x Kerbol). That shouldn't be a problem unless you are Not using appropriately scaled heat shields. (which are provided by either using Realism Overhaul or DRE's fallback RSS shield) Your RSS mod is using a folder/plugin naming scheme that prevents Deadly Reentry from realising that Real Solar System is installed. (necessary for the fallback RSS heat shield configuration) I can't test with every RSS variant out there. There's not enough time in my day. Sooner or later the authors of each individual set of scaled up planets will have to give consideration to heat shield scaling themselves. Thirdly, (FYI) Deadly Reentry does not have a difficulty slider. That is the stock reentry heating difficulty slider. Fourthly, you should install Real Heat if you're going to be playing with scaled up solar systems or you should expect to have a bad day.
  21. Part = KKAOSS_Cupola_g is adding and not replacing to a PART_REQUEST node that contains Part = cupola Is this actually confirmed as working though?
  22. Don't open mains until you're subsonic. Low supersonic: maybe with drogue chutes. Long opening times are your friend. High altitudes or low pressure conditions (High Earth/Kerbin altitude or Duna/Mars scenarios) make supersonic chutes possible.
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